Change DS quest over to a bark

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Mach4
Posts: 28
Joined: Thu Jul 22, 2021 4:16 pm

Change DS quest over to a bark

Post by Mach4 »

I have the dialogue system with a quest all set up and working as planned. Is there a way to switch the same game object to bark system once the quest has been completed ? I don't want the player to have to interact with the object after the quest has been completed.

Thanks
Rick
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Tony Li
Posts: 22159
Joined: Thu Jul 18, 2013 1:27 pm

Re: Change DS quest over to a bark

Post by Tony Li »

Hi Rick,

See the setup of the Enemies quest in DemoScene2. This post has a detailed breakdown: How To: Set Up Quests Without Conversations.

The quest in DemoScene2 doesn't require the player to talk to the quest giver NPC to complete the quest. It completes when the quest counter reaches a specified value. A Dialogue System Trigger on the Enemies GameObject sets the quest to success and shows an alert message. You could just ask easily configure the Dialogue System Trigger to play a bark instead of showing the alert message.

You may also be interested in: How To: Run UnityEvents On Quest State Change.
Mach4
Posts: 28
Joined: Thu Jul 22, 2021 4:16 pm

Re: Change DS quest over to a bark

Post by Mach4 »

Great, I will dig into these options.

Thanks Tony !
Mach4
Posts: 28
Joined: Thu Jul 22, 2021 4:16 pm

Re: Change DS quest over to a bark

Post by Mach4 »

Hi Tony -

I reviewed the options and tried to emulate the scene 2 / enemy scene but it would not work. Most likely to my error. I spent pretty much the entire day trying to work this out.

I am still using the setup I created which pretty much emulated your Dialogue / quest video and it works great. I have dialogue (wolf-quest giver and player) and the quest can be completed etc. What I am trying to do is in the event the player somehow winds up back at the "wolf", the the conversation doesn' t repeat itself. That's why I thought changing the wolf to a bark would be fine as I could create enough relative "barks" to cover that scenario.

edit: Or maybe just have uninstantiate the wolf ?

Thanks again

Rick
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Tony Li
Posts: 22159
Joined: Thu Jul 18, 2013 1:27 pm

Re: Change DS quest over to a bark

Post by Tony Li »

I'm not quite sure what you want to do. If you want the wolf to not start a conversation after the quest has been completed, see How To: Run a Conversation Only Once.

If you the wolf to bark after the quest has been completed, the second post in that thread presents two ways to do something different when certain conditions are met (such as the quest being complete). Use the first method, which involves two Dialogue System Triggers. Configure the first trigger to start a conversation, with the Conditions that the quest isn't complete yet. Configure the second trigger to bark, with the Conditions that the quest is complete.
Mach4
Posts: 28
Joined: Thu Jul 22, 2021 4:16 pm

Re: Change DS quest over to a bark

Post by Mach4 »

Hi Tony -

These two options are great, and I was able to implement, which of course, solved my problem!!

Thanks very much :

Rick
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Tony Li
Posts: 22159
Joined: Thu Jul 18, 2013 1:27 pm

Re: Change DS quest over to a bark

Post by Tony Li »

Happy to help!
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